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Kirekan

by Jamie Baty

M3 10
Colossal Construct (Extraplanar)
Hit Dice: 66d10+83 (446 hp)
Initiative: +3 (-1 Dex, +4 Improved Initiative)
Speed: 50 ft. (10 squares) (can't run)
Armour Class: 13 (-8 size, -1 Dex, +12 natural), touch 1, flat-footed 13
Base Attack/Grapple: +49/+81
Attack: Melee weapon +58 melee (by weapon +16) - per opponent
Full Attack: 2 Melee weapon +58/+53/+48 melee (by weapon +16) and 2 range weapon +40/+35/+30 ranged (by weapon +16) and 2 reach weapon +56/+51/+46 melee (by weapon +16) - per opponent
Space/Reach: 30 ft. / 5 ft.
Special Attacks: Powerful charge, Trample, An Army of One
Special Qualities: All-around sight, construct traits, darkvision 60ft., low-light vision
Saves: Fort +24, Ref +23, Will +20
Abilities: Str 42, Dex 8, Con -, Int -, Wis 3, Cha 17
Skills: Hide -17, Listen -2*, Spot -2*
Feats: Alertness, Cleave, Endurance, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (1 range weapon, 1 reach melee weapon, 1 melee weapon), Improved Initiative, Improved Overrun, Improved Sunder, Iron Will, Lightning Reflexes, Multiweapon Fighting, Power Attack, Toughness, Weapon Focus (1 range weapon, 1 reach melee weapon, 1 melee weapon), Weapon Specialisation (1 range weapon, 1 reach melee weapon, 1 melee weapon),
Environment: The Red Realm
Organisation: Solitary
Challenge Rating: 26
Treasure: None
Alignment: Always chaotic neutral
Advancement: 67-198 HD (Colossal)
Level Adjustment: -

A mountain of flesh, moving on countless legs, waving an uncountable number and mix of weapons, thunders straight towards you.

The Kirekan is a mindless biological war machine. It is a lesson in knowing when it is best not to fight. The Kirekan constantly moves when waging war, for it is most effective when charging through massed ranks of foes. It can bring multiple attacks to bear on any foe that stands too close as it passes. However, it cannot change direction quickly and must make long, wide turns.
It is roughly circular in shape, approximately 30 ft in diameter and about 15 ft high. The Kirekan weighs close to 20,000 lbs. It has weapon bearing arms three levels high- the lowest arms carry melee weapons, the middle level carries reach weapons, and the highest level has ranged weapons.

The Red Realm is home to at least one of these monstrosities, but any world filled with the chaos and din of battle may produce one.

Combat
The Kirekan is so well armed it may attack each opponent with 2 melee weapons, 2 melee reach weapons and 2 ranged weapons each round (It carries roughly 150 total weapons). It is proficient with all simple and martial weapons, and it has weapon focus, weapon specialisation, and improved critical with 1 melee weapon, 1 reach melee weapon and 1 range weapon.

Powerful Charge (Ex): When a Kirekan charges, it inflicts triple damage, instead of the normal double damage.

Trample (Ex): A Kirekan can literally run over any creatures in its way that are of Huge or smaller size. Creatures trampled take 5d8+24 damage but may make a Reflex save (DC 59 half). The save DC is Strength-based.

All-Around Sight (Ex): A Kirekan is considered to be facing (and defending itself against) every opponent it is engaged in combat with. As such it cannot be flanked or backstabbed.

An Army of One (Ex): When making a standard attack, each opponent may be attacked once. When making a full attack, the Kirekan may attack each opponent with 2 melee weapons, 2 melee reach weapons and 2 ranged weapons. Typically, it may target up to 24 targets per round.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.

Skills: *A Kirekan has a +12 racial bonus to all spot and listen checks to detect armed creatures.